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author | Dalai Felinto <dfelinto@gmail.com> | 2017-08-25 15:19:27 +0300 |
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committer | Dalai Felinto <dfelinto@gmail.com> | 2017-08-25 15:22:21 +0300 |
commit | 0feeef89f06cf48e1ba14db6aeef296140bd04cb (patch) | |
tree | 769170f68ceee5cb87a09e1d2333c21cd686238a /source/blender/gpu/shaders | |
parent | 99b1f9f4f46fecd2d6fc1b3c7d37dc191887e4a9 (diff) |
Fix T52528: generated texture mismatch between Cycles and Eevee
Finally orco should be working 100% on Eevee now. Thanks for Sergey
Sharybin for reporting this.
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index 2470b607b07..17fc5e3dd92 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -3148,7 +3148,7 @@ void node_tex_coord( out vec3 generated, out vec3 normal, out vec3 uv, out vec3 object, out vec3 camera, out vec3 window, out vec3 reflection) { - generated = attr_orco * 0.5 + 0.5; + generated = attr_orco; normal = normalize((obinvmat * (viewinvmat * vec4(N, 0.0))).xyz); uv = attr_uv; object = (obinvmat * (viewinvmat * vec4(I, 1.0))).xyz; |